Hey! Here is my proposal for creating a Fleshwarper PrC for pathfinder. I based the Graft ability on the Fleshwarped template and the spells beast shape/monstrous physique.

Fleshwarper

The process of fleshwarping has had a long and mostly negative history. Fleshwraping’s connection to aberrations, drow, and demon cults has had its toll of the profession, however when one comes face to face with a drider, bulette, owlbear, or chimera it’s hard to argue with the results. Fleshwarper’s are usually biologist who wish to harness and better control the ancient process of fleshwarping.

Alchemists make up the majority of Fleshwarpers. Their study of the effects of mutagens and infusions often lead to an interest in body modification. Wizards who specialize in transmutation also find the life of a Fleshwarper interesting; seeking to make permanent the bodily changes they see through spells, not to mention always having a willing test subject in her familiar.

Role: The Fleshwarper helps improve the abilities of his comrades any way he knows how. His ability to create grafts gives the party extra defense, movement, combat, and sense options, while his continued spell casting helps shore up any holes.

Alignment: Any nonlawful. The process of grafting is usually looked at as strange and unnatural by most and as progress by the rest.

Hit Die: d6

Requirements
Skills: Craft (alchemy) 5 ranks, Heal 5 ranks, Knowledge (arcana) 5 ranks
Feats: Brew potion
Special: Ability to summon a familiar or the Tumor Familiar Alchemist discovery.

Class Skills
The Fleshwarper’s class skills (and the key ability for each skill) are Craft (Int), Heal, Knowledge (arcane), Perception (Wis), Spellcraft (Cha)

Table: The Fleshwarper
Level Base Attack Bonus Fore Save Ref Save Will Save Special Spellcasting
1st +0 +1 +0 +0 Aberrant familiar -
2nd +1 +1 +1 +1 Elder secret +1 level of existing spellcasting class
3rd +1 +2 +1 +1 Graft I +1 level of existing spellcasting class
4th +2 +2 +1 +1 Aberrant familiar +1 level of existing spellcasting class
5th +2 +3 +2 +2 Elder secret, Graft II +1 level of existing spellcasting class
6th +3 +3 +2 +2 Rapid grafting +1 level of existing spellcasting class
7th +3 +4 +2 +2 Aberrant familiar, Graft III +1 level of existing spellcasting class
8th +4 +4 +3 +3 Elder secret +1 level of existing spellcasting class
9th +4 +5 +3 +3 Graft IV +1 level of existing spellcasting class
10th +5 +5 +3 +3 Aberrant apotheosis, Aberrant familiar +1 level of existing spellcasting class

Spellcasting: At the indicated levels, a Fleshwarper gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Fleshwarper, he must decide to which class he adds the new level for purposes of determining spells per day.


Aberrant Familiar (Su): Your familiar (if you have one) becomes tainted by your experimentation. The familiar’s type changes to aberration, it gains darkvision out to 60 feet, and its form becomes warped. Your aberrant familiar gains one of the abilities described below, as chosen by you. At every third level you gain above 1st, your aberrant familiar gains another ability from those described below. You can’t choose the same ability twice. If your familiar is killed and you obtain a new one, you can choose new aberrant abilities for your new familiar based on your current fleshwarper level. Your aberrant familiar grants you a +2 bonus on all saving throws against mind-affecting spells and abilities as long as the familiar is within arm’s reach. Your fleshwarper class levels stack with all other class levels used to determine the familiar’s other. The abilities your aberrant familiar can have are as follows:

Amorphous Form: A familiar with this ability is immune to extra damage from critical hits and sneak attacks.

Scales: The familiar’s natural armor bonus improves by 4. The familiar gains a +2 bonus on Fortitude saves.

Size Increase: The familiar’s size becomes larger by one category. Consult the Bestiary for the effects of this size increase on the familiar’s ability scores and other statistics.

Tentacle: The familiar gains a tentacle attack with a reach of 5 feet. The attack deals 1 point of damage (assuming Tiny size). It cannot combine this attack with its other natural attacks.

Wings: The familiar can fly at a speed of 40 feet with good maneuverability. (If the familiar already has a fly speed, use whichever speed is higher and whichever maneuverability is better.) The familiar gains a +2 bonus on Reflex saves.

Elder Secret (Su): Your continuous self-experimentation in grafting results in occasional improvements to your form. At 2nd level and every three levels thereafter, you make a powerful discovery in your research and learn how to improve your body in a subtle, minor way. Choose one elder secret from those described below when you reach 2nd, 5th, and 8th level.

Secret of the Aboleth: You gain a swim speed equal to your base land speed. You also gain a +8 racial bonus on Swim checks, and can always choose to take 10 on a Swim check even when rushed or threatened.

Secret of the Choker: You become preternaturally quick and alert to danger. You gain a +4 racial bonus on initiative checks and a +1 racial bonus on Reflex saving throws.

Secret of the Charybdis: You gain a +2 racial bonus to your natural armor.

Secret of the Destrachan: You gain resist 30 to damage from sonic energy.

Secret of the Ettercap: You gain a climb speed equal to your base land speed and a +8 racial bonus on Climb checks, and you can always choose to take 10 on Climb checks even if rushed or threatened

Secret of the Evil Eye: Your eyes protrude grotesquely from your head and move independently of each other. You gain the All-Around Vision universal monster trait, and a +4 racial bonus on Perception checks.

Secret of the Gibbering Mouther: Your form becomes partially amorphous. You have a 25% chance to ignore the extra damage dealt by a critical hit or a sneak attack.

Secret of the Intellect Devourer: You gain a +4 racial bonus on saves against mind-affecting spells and abilities.

Secret of the Otyugh: You gain immunity to disease.


Graft (Ex): At 3rd level the Fleshwarper learns how to take the flesh of one creature and graft it onto another, in order to impart the abilities of one creature with another. The Fleshwarper may perform this operation on any living corporeal creature (hereby referred to as the base creature). The operation requires a portion of the remains from another living corporeal creature that has the ability that will be added to the base creature (hereby referred to as graft). The creature supplying the graft must have at least half as many hit dice as the base creature. The Fleshwarper can only attach grafts that have been removed from their creature of origin for no longer then 1/day per Fleshwarper level (calculated before the start of the procedure).

To perform the operation a Fleshwarper requires access to a safe location, as well as tools and alchemical reagents totaling 1,000gp x (HD of base creature+ HD of graft creature). The process requires one day per 1,000gp spent. For every two days of work the Fleshwarper must make a DC 15+ (Hit dice of the graft) Craft (alchemy) check, failure indicates excessive damage to the base creature, this causes the base creature to take 1d4 points of constitution drain that can’t be magically healed without ruining the operation. If the Fleshwarper fails the check by 10 or more the graft is destroyed and only half of the material cost is recoverable.

After completing the graft the base creature can heal any constitution damage it sustained and gains the use of the grafted ability, usable in the same manner as the original creature from which the graft was harvested, except if the graft deals damage the damage dice is recalculated so that it is appropriate for a creature of the base creatures size, and if the new ability allows a saving through the DC uses the base creatures hit dice and ability modifier to calculate it. Due to the extreme nature of the process each graft a creature has causes a cumulative 1 point of damage to constitution that can only be healed if the graft is removed or by the spells wish or miracle.

As a Fleshwarper advances the types of grafts he can perform also increases (refer to the table below to see what abilities can be grated). When a fleshwarper gains a grater version of this ability he may still create grafts from lesser versions. A graft can’t add additional heads, arms, or legs to the base creature. Natural attacks can be grafts, but they require the appropriate appendage (a bite attack can be added to the base creature).

Abilities
Graft I Amphibious, climb, darkvision, fly, low-light vision, natural attacks, natural armor, scent, swim

Graft II Freeze, grab, leap attack, pounce, sound mimicry, trip

Graft III All-around vision, blindsense, blood frenzy, cold vigor, constrict, ferocity, horrific appearance, jet, natural cunning, overwhelming, poison, rake, trample, rend

Graft IV Breath weapon, Poison resistance (+8 vs. saves), rend, roar, spikes, web, energy resistance (up to 20)


Rapid Grafting (Ex): Starting at 6th level, you can graft with shocking speed. Creating a graft with Fleshwarp now requires only 1 hour for each 1,000 gp, and the Craft (alchemy) check must be made for every 2 hours of work.

Aberrant Apotheosis (Su): At 10th level, you undergo a transformation into an aberration. Your type changes to aberration and you gain darkvision out to 60 feet. You also gain a +2 racial bonus to your Constitution score.